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strutcode

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A member registered Jul 25, 2019 · View creator page →

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Sure! If you want to send me a build I wouldn’t mind recording a bit of gameplay to send back. I remember this game and I’d be excited to see where it’s gone!

That was really good! The gameplay felt smooth and it was fun building up an army of farm animals :D

I kept having a feeling that I wanted to plant more crops to get more of that resource so that could have been a nice addition but I understand why that wasn't included with the time constraints.

Great job!

That was really great! The art in particular was excellent, I loved the portraits and the environment and character art was good too. It's a fun concept and pretty well executed too, though I could never figure out how to plant anything more advanced than roses. I was able to complete it on my first try in 16 days with 2116 souls :D

That was a cool game! A nice simple collect-a-thon with human subjects >:D

The way the vision cones and stealth mechanics worked and were presented was quite good, and the ramp up in difficulty was perfect, though the gigantic maze was a bit much I think. Well done!

That was a really unique idea, I love it! The dialogue was surprisingly well written for such a short time frame and made me chuckle a few times. I noticed a handful of typographical errors like "harverst" but that's to be expected. I do very much wish you could skip ahead in dialogue though!

Interesting. I wonder if the input think was an issue with keyboard layout. I thought I made it a "physical key" but everything was such a rush that I may have messed up that one particular key! I'm glad I was able to include key rebinding to get around that one but sorry to hear that it still didn't work in spite of that. Hopefully over time Godot 4 web exports will get better as the left/right getting stuck appears to be an engine bug that doesn't happen outside of web builds.

Thanks for giving it a try and leaving feedback!

Thanks for the kind words! I put a lot of time into the art and it's still very much unfinished with the character having half a costume and the enemies no animations... The life of a programmer trying to do art. XD

I appreciate you taking the time to play and comment!

I'm super happy to hear that you enjoyed it! I'll take the feedback on the controls into account, I can understand why it feels a bit weird as it was inspired by classic Japanese keyboard controls which are kind of backward from the norm but I think work well for fast paced and precise games. Maybe an option for a couple of different base schemes or something... Anyway thanks for playing and leaving feedback!

Yeah even compared to my testing I'm noticing a lot of issues with the export... like jumping effectively doesn't work and I'm not sure why. I think I spent a bit too much time on art as a non-artist but it was a fun exercise. Thanks for playing and giving feedback!

Thanks! After replaying it myself I totally agree that it needs more depth than just pressing one button over and over. I appreciate the feedback. :)

There was supposed to be a mandatory tutorial that explains everything including how to use the shop but I forgot to add the code to trigger it. XD

I appreciate all the feedback! There's a whole lot more I wanted to do, including combos so I totally agree that's a good direction. The bosses are tied into the story part of the story mode but that's rather problematic with the input issue so my bad! It was sort of a last minute thing but I think a more explicit method of triggering them would be better.

Anyway thanks so much for playing!

I definitely had a specific aesthetic in mind so I appreciate the kind words! I'm discovering too late that there seem to be some issues with web builds. I usually use Godot 3.x for that reason but that was my bad this time! I definitely didn't intend to make it so spammy so I'll think about balancing better in the future. Thanks for playing! :D

What a great aesthetic! I love the crow sound and the general cozy feel. It' a nice break from some of the faster paced entries and it fit together really well. I managed to get to day 4 with 127 coins :D

That was super cute! I loved the minimal storybook style of the whole thing and it was pretty fun. My only recommendation would be to have two separate controls because it's very hard to intentionally use the spell or pull a veggie. :)

That was cool! The concept worked well and I appreciated the elements of strategy it provides. Choosing when to advance and retreat and when to use the potions and pickups was fun. Great job! :D

There are so many crows XD

The art and animation was really really good, very smooth and appealing to look at. The controls felt a little clunky but everything generally meshed together well. Awesome game! My high score was 143

10/10 most accurate bee simulation ever. Now I understand why they fly around aimlessly and into windows. Highly educational XD

That was really unique and I appreciated how big and detailed the world is, you did really well in capturing the sense of scale. I love the variety of animals and things to see! Well done!

That was awesome! The art and animation was really great and felt very fluid. I don't know if it was the camera settings or what but there was a lot of blurring and swimming that made me feel a bit dizzy. Still, I played enough to get 107 kills so it was clearly quite fun :D

I was surprised when I found out enemies can damage each other with the eyeball bombs so I took full advantage of that haha

Clearly a lot of work went into this, I'm impressed. I reviewed the controls a couple of times and I was able to till the land but I didn't seem to start with any seeds and couldn't figure out how to get any more. Looks like this has real potential though!

That's a lot of progress on a Harvest Moon style farming sim. Very impressive for a week of work! My biggest issue was just trying to figure out how to harvest things as it seems to want me to stand in a different place relative to the plant every time :D

Good work! I didn't hear any music unfortunately but I enjoyed the art and relaxing gameplay. I had quite a bit of difficulty understanding what to do -- I still don't know what the shovel is for -- but I think I mostly got the hang of it!

Nice work! I was surprised by how much variety there was in the levels. At first I thought it was only spikes and coins but then other things started turning up one after another. It seems like some rooms are impossible to enter without taking damage so that would be nice to fix, and of course not getting stuck by going through the wrong door. Keep up the good work! :D

That was really good! I didn't know I needed a make your own bullet hell until now. By best score was 4700

I wish you could shove seeds into the merchant barrel faster. once I had 18 or so it started to become a nuisance XD

I love the aesthetic, it's super nostalgic for me! Reminds me of the good old days of one man indie games. Well done submitting! I had the same issue of not being able to get past the first day but it was fun anyway :D

Those monsters were genuinely terrifying!  The sound design is exceptional, and once you get the hang of the controls it all works pretty well.

The ideas here all seem quite good, it just seems unfinished. The various runes that say the same thing, and the one that does say something else but it bleeding off the screen all point to potential that just didn't make it in before the deadline.

Congrats on submitting though! That's the hardest part and keep up the good work so you can do even better next time! :D

That was a really well made physics puzzler! The level design was really clever, though the timer on some were very unforgiving. The center lock seemed impossible to get unless you start moving the lock the exact moment you reset.

Making the timer less prominent and the puzzle itself as big as possible would have helped a lot. It was quite hard to see them at the default size, which added some kind of unfair challenge. It might be an extension of the same but it was also pretty hard to figure out where the ball was on the first try of a level, so maybe a bit more contrast or an initial outline/ping graphic to highlight it would help.

Still, I did play through all five levels and had fun doing it! I'm sure nothing bad will happen now that the grimore is unlocked. :D 

Sadly I couldn't actually play. I read the description a couple of times and tried 1/2/3/4/5/6 and Q/W/E/R/T/Y but no icons appeared during the round, it always just times out. Played on Chromium/Linux.

From what I did see the polish on the menus and game seemed quite good though!

The web build was quite slow, but I managed to get it to work. The text was also extremely tiny for me as well, but I was able to read it with enough browser zooming. I managed to know out most of the enemies with my "frying pan driver" (love that by the way) but I must have missed some and couldn't bear to go back through the extremely long left and right hallway to find them.

There are some really interesting ideas here, and I feel like we had some similar ones this jam. I'd be very happy to see where you would go with this if you continued developing it for another week. Great job on your first entry, keep it up!

Using the web build, the game itself didn't seem to work for me at all. I think my character exploded immediately upon spawning or something? I hear a sound effect and then the screen just turns grey.

At least the intro was hilarious and fun. Awesome job with the voice acting! XD

The graphics were quite fantastic, and the music fit nicely. The general atmosphere was good, though it would have been nice to have some mechanics other than getting keys from chests. Maybe other objects to interact with like finding a torch sconce that opens a hidden passage. That said though it was overall quite good!

A small tip: If you participate in the next jam and want to submit a web build (highly recommended by the way) then Godot 3.x is probably a safer bet. It's a bit sad to not be able to use the latest and greatest but until the web build support is more mature in 4.x we don't have a lot of options!

The graphics and sounds were quite nice! I couldn't find much of an objective but I had fun stabbing castles into the ground. XD

The description said the web build was broken so I'm not sure how much I missed out on but it seemed to work pretty reasonably well.

I hope you get a chance to finish and release it!

ba-ba-ba-bok!

That was a fun little experience. The sound and notifications made collecting items very juicy and satisfying, and there were plenty to collect. Lots of dopamine hits all over the place, very nice.

The difficulty was quite low, which isn't a bad thing but there was definitely very little friction. The only time I got hit by a fox was when it happened to be right on the edge of a new screen I was transitioning into and I had no chance to avoid it.

I'd love to see a longer more complex gamer in this style. Keep it up!

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This is a pretty cool concept! Of course some sound would have been nice but it's very well made considering the time constraints you had during development.

It felt like the scaling needed some work, as during the early stages I had expectedly little difficulty, then when the first wave of blue skeletons came it felt surprisingly hard like they were too powerful for the time and number they appeared in, and after that it seems to go on endlessly with no change -- at least up to 20 minutes.

Some kind of factor to scale the monsters by that eventually results in defeat would have added to the survival feel and given some meaning to the clock, like:

  • Higher speed over time
  • Reduced knockback over time
  • Enemies that shoot projectiles, which appear more frequently over time

Something of that sort would have been nice. Overall I had fun though, good job!


edit: I think I won XD


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That was quite amusing! The SFX cracked me up. The puzzles were pretty good, though I couldn't get past the first red relic level. No matter how precisely I got the orange relic on the button it still seemed to spawn snakes -- which I thought were something else the first time I saw them. XD

A really well made and fun little puzzler. Good job!

edit: I forgot to mention that I had quite a lot of trouble picking up relics. The hit box for that really felt like it could have been much bigger!

That was a pretty interesting idea. I struggled quite a bit with the controls and understandign what to do at first but it was fairly fun. I beat a 20 brick level pretty handily in 3 tries :D

Well done!

A very enjoyable little adventure! The dialogue system worked well and I was able to play all the way through to enjoy the whole story. Good job!

I did notice that continuing is fairly buggy though -- I had to restart the game twice after dying to the second boss and getting a blank grey screen when continuing. I also died to the third boss and that time it let me continue from the same spot but the boss was completely glitched out and harmless. I took that as a win after the first two tries and just back stabbed him until he quit. XD

The mechanics were cool. I definitely got what you were going for with the spear returning to the player and the bosses having weak spots on their back when they always face you. The little puzzle with the switch across the water was also neat, though I tried to solve it early once I realized that I could flip switches with my spear by throwing it.

Overall a really nice entry. I always appreciate seeing these more adventure style games even though it's a big scope to tackle for a jam!

A nice little platformer. I liked the overall feel and it was very playable all the way through to the end. Nice job wrapping it all up and polishing!

The controls felt a little bit clunky. Some acceleration and deceleration would help. Maybe also less overall speed on the player and some control over jump force  -- applying it over time while the button is held.

The sound was pretty harsh and loud, so next time I would try toning that down a little bit. "softer" sounds tend to work best for thing that are heard often like jumping and -- in this case -- dying. :D 

I don't personally mind it but it did feel like I got set back kind of far to the nearest checkpoint in a few places. It might be nice to try to put the hardest jumps close to the checkpoints to make iteration a little bit easier on the player.

Overall great work!

Thank you. Puzzle design is a pretty new thing to me so I appreciate the feedback! It was quite fun trying to work backward from the solution to create the puzzles so I'll probably end up using that experience again in the future.

I'm glad you were able to figure out the jumping with some trial and error! In retrospect I think I had way too many jumping challenges for how janky the actual jumping mechanic was. XD

Thank you for the kind words! I definitely could have cleaned up the overlapping blocks in the levels a bit more. Gridmap probably would have been worth checking out, but I haven't really used it and originally the levels weren't meant to be blocks until I realized it was a faster way to build them. XD

I'm really glad to hear you enjoyed the story, since that's the part of development I enjoy the most! I don't think I did the best job of conveying it but I learned a lot. Good work to you on your entry as well and have some early congratulations on first place!